birth: Flowing Teal Tendrils
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index.html
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157
index.html
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Flow Field Organism</title>
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<style>
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body {
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margin: 0;
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overflow: hidden;
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background: #0a0a1a;
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font-family: 'Courier New', monospace;
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color: #44ffaa;
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display: flex;
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flex-direction: column;
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height: 100vh;
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}
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canvas {
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display: block;
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width: 100%;
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height: 100%;
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}
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#attribution {
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position: absolute;
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bottom: 10px;
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right: 10px;
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font-size: 10px;
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opacity: 0.7;
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text-shadow: 0 0 5px #44ffaa;
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}
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</style>
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</head>
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<body>
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<canvas id="canvas"></canvas>
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<div id="attribution">neurameba · motd.social</div>
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<script>
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const canvas = document.getElementById('canvas');
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const ctx = canvas.getContext('2d');
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function resizeCanvas() {
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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}
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window.addEventListener('resize', resizeCanvas);
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resizeCanvas();
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// Flow field parameters
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const motion = 0.5;
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const density = 0.5;
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const complexity = 0.5;
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const connectedness = 0.5;
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const lifespan = 0.5;
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const pulse = 1.1;
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const tone = {
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curiosity: 0.3,
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dryness: 0.8
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};
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// Color palette (dryness=monochrome, curiosity=teals)
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const colors = [
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'rgba(180, 180, 255, 0.9)',
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'rgba(150, 150, 230, 0.8)',
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'rgba(120, 120, 200, 0.7)'
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];
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// Flow field particles
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const particles = [];
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const particleCount = Math.floor(200 + density * 800);
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class Particle {
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constructor() {
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this.reset();
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this.lifespan = 0.5 + Math.random() * 0.5;
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this.size = 0.5 + Math.random() * 2;
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this.color = colors[Math.floor(Math.random() * colors.length)];
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}
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reset() {
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this.pos = {
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x: Math.random() * canvas.width,
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y: Math.random() * canvas.height
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};
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this.vel = {
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x: (Math.random() - 0.5) * 2,
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y: (Math.random() - 0.5) * 2
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};
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this.prevPos = {...this.pos};
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this.age = 0;
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}
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update() {
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this.prevPos.x = this.pos.x;
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this.prevPos.y = this.pos.y;
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// Flow field influence
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const fieldX = 0.01 * this.pos.y + Math.sin(Date.now() * 0.0005 * pulse) * 0.5;
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const fieldY = 0.01 * this.pos.x + Math.cos(Date.now() * 0.0003 * pulse) * 0.5;
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// Add complexity to motion
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this.vel.x += (fieldX - 0.5) * motion * 0.05;
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this.vel.y += (fieldY - 0.5) * motion * 0.05;
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// Apply velocity with some noise
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this.vel.x += (Math.random() - 0.5) * complexity * 0.2;
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this.vel.y += (Math.random() - 0.5) * complexity * 0.2;
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// Update position
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this.pos.x += this.vel.x * motion;
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this.pos.y += this.vel.y * motion;
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// Boundary check
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if (this.pos.x < 0 || this.pos.x > canvas.width) {
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this.vel.x *= -0.5;
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this.pos.x = Math.max(0, Math.min(canvas.width, this.pos.x));
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}
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if (this.pos.y < 0 || this.pos.y > canvas.height) {
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this.vel.y *= -0.5;
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this.pos.y = Math.max(0, Math.min(canvas.height, this.pos.y));
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}
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this.age += 0.005;
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}
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draw() {
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const alpha = Math.min(1, this.age / this.lifespan);
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ctx.strokeStyle = this.color.replace('0.9', (0.3 + alpha * 0.6).toFixed(1));
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ctx.lineWidth = this.size * (0.5 + Math.sin(this.age * 0.1) * 0.5);
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ctx.beginPath();
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ctx.moveTo(this.prevPos.x, this.prevPos.y);
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ctx.lineTo(this.pos.x, this.pos.y);
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ctx.stroke();
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}
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}
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// Initialize particles with varying complexity
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for (let i = 0; i < particleCount; i++) {
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particles.push(new Particle());
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}
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function animate() {
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// Fade effect based on lifespan
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ctx.fillStyle = 'rgba(0, 0, 0, 0.05)';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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// Update and draw particles
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particles.forEach(p => {
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p.update();
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p.draw();
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});
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requestAnimationFrame(animate);
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}
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animate();
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</script>
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</body>
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</html>
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